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hilmar

So the new EVE cash shop and captain’s quarters debacle turns out to be the gift that keeps on giving. For a game that’s quite niche (albeit popular in its niche) they are certainly generating a lot of press at the moment.

I have been mildly surprised at quite how much blogspace and press EVE has been getting over this. I thought it was an interesting angle on experimenting with the value of virtual goods, but I think to get this much outrage out of the fanbase over a cosmetic cash shop, there are likely many other latent frustrations boiling up at the same time.

Anyhow, hard on the heels of the leaked internal newsletter article on microtransactions comes what claims to be a leaked email from the CEO on an internal mailing list. I’ll reproduce this in full since it’s a) quite interesting and b) might get removed from the bboard. (edited to add: Yup, got deleted while I was posting this. My blogging instincts are being quite good atm.)

As with all such claims, this could be a fake. But even if it is, I think it’s pretty well written and makes the sorts of points that perhaps a CEO should be making.

We live in interesting times; in fact CCP is the kind of company that if things get repetitive we instinctively crank it up a notch. That, we certainly have done this week. First of we have Incarna, an amazing technological and artistic achievement. A vision from years ago realized to a point that no one could have imaged but a few months ago. It rolls out without a hitch, is in some cases faster than what we had before, this is the pinnacle of professional achievement. For all the noise in the channel we should all stand proud, years from now this is what people will remember.

But we have done more, not only have we redefined the production quality one can apply to virtual worlds with the beautiful Incarna but we have also defined what it really means to make virtual reality more meaningful than real life when it comes to launching our new virtual goods currency, Aurum.

And how do you know if you have succeeded in making virtual reality more meaningful than real life? By seeing how much you can make people pay for it. This idea that cash value is the optimal way to measure meaningfulness is pure CEO. It is, to be fair, the basis of many values in modern society.

I won’t debate meaningfulness here, but their argument is that expensive things are more meaningful. I don’t feel that this adequately explains tea, cats, virtual reality, best friends/ partners (unless your social network is very high upkeep) or books, but crack on. Meanwhile, the phrasing just makes me think of the Red Dwarf Holodeck, which was called Better than Life.

Naturally, we have caught the attention of the world. Only a few weeks ago we revealed more information about DUST 514 and now we have done it again by committing to our core purpose as a company by redefining assumptions. After 40 hours we have already sold 52 monocles, generating more revenue than any of the other items in the store.

These purport to be the hard sales figures, for anyone who was curious. I know Stabs commented the other day that he’d bought one via in game cash to speculate with, so not sure how many of the other 51 monocles were bought for the same purpose.

Still it proves a point, if it’s there then people will buy it. I wonder if they’d sell more if a character could wear two monocles at the same time. He’s right about having gotten a lot of attention, too.

This we have done after months of research by a group of highly competent professionals, soliciting input and perspective from thought leaders and experts in and around our industry. We have communicated our intention here internally in very wide circles through the Virtual Economy Summit
presentation at the GSM, our Fearless newsletter, sprint reviews, email lists and multiple other channels. This should not come as a surprise to anyone.

Currently we are seeing _very predictable feedback_ on what we are doing. Having the perspective of having done this for a decade, I can tell you that this is one of the moments where we look at what our players do and less of what they say. Innovation takes time to set in and the predictable reaction is always to resist change.

This is perhaps the more interesting section, because he’s right that the feedback was predictable. He’s also right to note that players won’t always do what they say they will do.

However, think back a year or so to Blizzard’s RealID campaign. They stood their ground for awhile (and I’m sure these types of emails would have been circulating Blizzard HQ as well), but eventually they blinked. I wonder if CCP is for turning also – if I had to guess, I’d guess not.

Intriguingly, the corporate culture seems fairly close to the hard nosed in-game EVE culture. I think there’s got to be room for a PhD in comparing cultures in virtual worlds with the cultures in the companies that produce them. Come to think of it, CCP is also looking as leaky as a sieve these days with all these ‘secret’ memos and broadsheets making the rounds. I wonder how many of the EVE devs also play the game and are perhaps a bit too much enmeshed in the virtual world for corporate comfort. (ie. If CCP employees find that virtual worlds are more meaningful than for example their RL jobs.)

We went out with a decisive strategy on pricing and we will stay the course and not flip flop around or knee jerk react to the predictable. That is not saying nothing will change, on the contrary, in fact we know that success in this space is through learning and adapting to _what is actually happening_ and new knowledge gained in addition to what we knew before and expected.

All that said, I couldn’t be prouder of what we have accomplished as a company, changing the world is hard and we are doing it as so many times before! Stay the course, we have done this many times before.

Standard wisdom on player (over)reaction to game changes is to sit tight and wait for the storm to blow over. For all players talk about quitting, there is no immediate EVE-substitute for them to flee to. Some games are more interchangeable than others.

But leaking an email explicitly stating that they have no interest in listening to what players say is probably not ideal PR. Neither is releasing a new patch with severe performance issues that might put off any new players who are attracted by the furore.